Enemies (Leap Day)

Enemies in Leap Day harm the player characters on contact, sending them back to their most recently activated checkpoint. Most enemies can be killed by jumping on their heads, but they will all respawn if the player dies and restarts from a checkpoint. They also will respawn at the exact place they start the movement. Most of them follow a set pattern, moving from left to right like the player.

On Leap Day's initial launch, the game had a set of enemies that could appear in any of the themes. Later additions are exclusive to one or two themes.

Contents

Initial launch

These enemies have appeared in a wide variety of themes and have been present ever since the game's release.

Soldier

Theme(s)

Castle, etc.

First appearance

May 11, 2016

Movement

Walks back and forth

Contact

Deadly from the sides and bottom

Can be bounced on from the top

Behaviour

When this enemy dies, it leaves behind its helmet. The helmet moves back and forth and will fall off ledges if it goes towards one, killing the player if they are directly in its way. The helmet is removed if the player jumps on top of it.

If Scrambled or Hard Boiled kill a soldier, it does not leave behind its helmet.

Back and forth on the ground slower than the player, turns at ledges and walls

Contact

Deadly from the sides and bottom

Can be bounced on from the top

Behaviour

When jumping or using Hard Boiled's ability on a mud monster[1], the enemy comes to a complete stop, allowing the player to pass through it without dying. After a few seconds, the enemy reforms itself and resumes its normal moving pattern.

When this enemy sees the player, it will attack by sticking out its tongue briefly, which extends a short distance. Green crocodiles attack immediately upon seeing the player. The red variant walks faster than its green counterpart, but has a slight delay before attacking.

This enemy jumps to the opposite direction vertically and continues walking back and forth on the surface it is on. The blue squid jumps whenever the player crosses directly above or below it, whereas the red squid jumps whenever the player takes their initial jump.

Every few seconds, the stone monster[2] moves towards the left or right by rotating every few seconds, thus constantly changing the position of the spikes and safe surfaces. Stone monsters will continue to rotate in a single direction until they hit a wall or a step, of which they will rotate and move in the opposite direction.

This enemy allows the player to receive an upwards boost that is higher than when the player bounces off a normal enemy that can be jumped on top of. The enemy stops moving for a brief moment if bounced on, and the player retains their midair jump.

Killable by action?

Jumping (on top) — No

Scrambled (shot) — No

Hard Boiled — No

Killable by powerup?

Yolk Helper — Unknown

Invincibility Star — Unknown

Bird

Theme(s)

Waterfall, etc.

First appearance

May 13, 2016

Movement

Flies horizontally

Contact

Deadly from the sides and bottom

Can be bounced on from the top

Behaviour

This enemy periodically pauses its trajectory to drop an egg, which kills the player on contact. If the egg hits a surface, it breaks and disappears.

Bombs explode on contact, and kill the player immediately when touching the sides or the bottom. If the player jumps on top of the bomb or uses a powerup or VIP ability, the bomb will stop and blow up after a brief moment. This explosion creates a radius that can take up half the width of the level and can kill the player if they are caught in the blast.

This enemy remains stationary when first encountered and is always seen against a wall. Once the player crosses a beast's path, it will curl up into a ball and roll towards the player. It will fall off the edges of platforms if it is situated on one until it reaches the ground, of which it will roll back and forth continuously unless it is killed or the player dies.

This enemy moves up and down a single wall at a continuous speed. If the player crosses or is near the same level as the enemy's current position, it will pause and start firing balls of goo in a straight line away from itself. The enemy will keep firing until the player is out of its firing range, of which it will resume its normal movement pattern.

When a dragon is jumped on, it will pause for a moment before turning red. During this state, the player can pass through the dragon without dying as if it were not present at all. Once the dragon is fully red, it will run back and forth on the platform and becomes harmful on all sides, including the top. Each powerup and VIP effect can force the enemy into this state, with the exception of Hard Boiled.

Version 6.0 (Halloween)

Fish skeleton

Theme(s)

Spooky, Electricity

First appearance

October 31, 2016

Movement

Horizontally, in a single direction

Contact

Deadly from all angles

Behaviour

Fish skeletons float in a single direction across the screen, either on their own or in groups. They go through walls, and after they are completely out of the view of the level area, they reappear on the other side of the wall and at the same pace and direction.

Version 8.0 (Winter)

Woolly Trunky ✔

Theme(s)

Snowman

First appearance

December 23, 2016

Movement

Walks back and forth, turns at ledges and walls

Contact

Deadly from the sides and bottom

Can be bounced on from the top

Behaviour

Woolly Trunkies[5] behave similarly to Trunky in that when the player crosses their path, they fire a tiny snowball that travels in a straight line directly away from them. The time at which it takes them to fire their snowball is a lot quicker than that of the trunky enemies.

Big Woolly Trunkies fire a large snowball intermittently once they are fully visible on the player's screen. This large snowball travels on the ground and falls off ledges, and kills the player on contact. Once the snowball hits a wall, it is destroyed, and the Big Woolly Trunky will fire another one soon after.

If the player passes directly underneath a flying diamond, it will pause in midair, then fall down after a second until it is wedged into the nearest platform. After a few seconds, it will slowly rise from the ground and continue its usual moving pattern.

When an Ice Charger[6] spots the player, it will run across the platform it is on until it hits a wall or reaches the end of the platform if that platform is situated in the air. If an Ice Charger runs into the wall, it will get its icy spike stuck and pull itself loose from the wall, causing it to move away from the wall a considerable distance.

If the Ice Charger is on a platform with no walls, it will simply stop its rampage once it reaches the end, then turn around and continue walking in the opposite direction.

When the player is near a horned monster[7], it will stop walking for a brief moment to leap into the air, then land straight down horns-first on the ground. Once it is stuck in the ground, the player can jump on its exposed pink butt to kill it. If the player does not kill the horned monster, it will remain head first on the ground for a few seconds before reverting to its normal state and resuming its usual moving pattern.

Version 9.0 (Valentine's Day)

Flies in the air horizontally and/or vertically, but can also be stationary

Contact

Deadly from the sides and bottom

Can be bounced on from the top (except when arrow is aimed upwards)

Behaviour

When the player's character is in view of an archer, with no platforms or walls obstructing it, the archer pauses its movement to draw its bow and arrow. It will aim for a brief moment before shooting the arrow towards the player's current position at the time of shooting. This arrow can kill the player's character if it makes contact.

If the player's character passes an obstacle that blocks an archer's view of the character while it is aiming, it will stop aiming and resume its movement. The arrow is only launched when the character remains in the archer's view parameter for a while and can be avoided if the player's character is moving and not turning at a wall.

When the player is in line with this enemy, it shoots out its tongue, which attaches to the surface directly across from it. The tongue itself can be walked on as a platform or jumped through, but the spikes at the end of it are deadly. The plant remains with its tongue out for a few seconds before retracting it back in and resuming its normal movement pattern.

This enemy floats upwards to a distance high enough that the player can run under it whenever the player jumps. The mushroom soldier remains floating for a brief moment before pointing its spear downwards and falling back to the ground, to which it will resume its usual walking pattern until the player jumps again.

This enemy inhales any nearby fruit within its area, causing the enemy to fatten in the process. Any fruit the bat consumes goes towards the player if killed. If the player dies, any consumed fruit goes back to its normal position.

If the player passes directly underneath a grub, it will drop to the ground, putting it in a vulnerable state. After a few seconds, the grub explodes, causing several flies to burst from its body. These flies travel towards the player's general direction, and often move out of the level in a curving motion. If the player kills the grub before it can explode, it does not produce any flies.

Homing missiles are fired from a missile launcher when the player draws near. The missile launchers themselves can be found embedded in a wall, ceiling or the ground of a platform, and can only fire one missile at a time. Upon launch, homing missiles will constantly move towards the player and die upon hitting a surface.

Killable by action?

Jumping (on top) — No

Scrambled (shot) — No

Hard Boiled — No

Killable by powerup?

Yolk Helper — No

Invincibility Star — No

Version 12

This version added seven enemies that are exclusive to one theme.

Attack crab ✔

Theme(s)

Beach

First appearance

December 6, 2017

Movement

Back and forth on platforms/ground

Contact

Deadly from the sides

Can be bounced on from the top

Can be boosted upwards from the bottom

Behaviour

Attack crabs[8] change direction based on the player's position, and periodically stop to shoot a small fish from their cannon.

These fish are fired from the attack crab's cannon. They bounce along the ground, falling off the edges of platforms if there are any. The fish disappears after a few bounces.

Killable by action?

Jumping (on top) — Yes

Scrambled (shot) — Yes

Hard Boiled — Yes

Killable by powerup?

Yolk Helper — Yes

Invincibility Star — Yes

Eels

Theme(s)

Beach

First appearance

December 6, 2017

Movement

Outwards and inwards from a fixed origin

Contact

Deadly from the mouth

Solid from the body

Behaviour

Eels alternate between fully extending and retracting their body every three seconds in a straight horizontal or vertical line. When their bodies are fully extended, the player can walk or slide on them as though they were a platform or wall.

Killable by action?

Jumping (on top) — No

Scrambled (shot) — No

Hard Boiled — No

Killable by powerup?

Yolk Helper — Unknown

Invincibility Star — Unknown

Gallery

A set of four eels, with the horizontal ones latched onto a surface and the vertical ones hidden

When the player enters an enclosed space with Mr. Cloud[9], he will briefly inhale and exhale, causing him to dash to the character's last known position at the time of exhaling. He then pauses for a brief moment before charging towards the player again.

This enemy emerges from a cauldron when the player gets close enough to it. Once out, the cauldron fish will constantly move towards the player. It is able to pass through walls and any other obstacle, except for Yolk blocks, which causes it to die immediately.

Tomahawk Totems[10] move by jumping around on their platforms. Upon detecting the player, they will throw their axe towards them. The axe spins in the air and then flies back, towards the Tomahawk Totem. If the players is still around, they will try again.

These enemies are designed to look like the six types of fruit that the player collects. They will move in a linear path a short distance before immediately returning to its starting position, during which it will immediately repeat its movement pattern or remain stationary for up to several seconds.

One of the six fruit is randomly chosen to appear in parts where this enemy is present. If the player dies, a different type of fruit may appear upon respawning, but the placement and pattern always remains consistent.

Killable by action?

Jumping (on top) — Yes

Scrambled (shot) — Yes

Hard Boiled — Yes

Killable by powerup?

Yolk Helper — Unknown

Invincibility Star — Yes

Version 13

Lightbulbs

Theme(s)

Electricity

First appearance

April 13, 2018

Movement

Stationary when inactive

Walks along the surface when active

Contact

Deadly from all angles

Behaviour

These enemies will always appear in sets of two, one blue and one red. One will always be active, during which it will walk along a surface and its adjacent sides while being able to harm the player, and the other will be inactive, during which it will remain stationary and not harm the player. If the player jumps, both of the enemies will switch states.

The enemy will will continually leap forward until they reach a wall, where they will change direction. If jumped on or contacted while the player is invincible, it will spawn two Mini Sludge enemies. Defeating the enemy with the Yolk Helper, Scrambled's shot, or Hard Boiled will cause it to not spawn two Mini Sludge enemies.

Two of these enemies will spawn from a Toxic Sludge once defeated, and they can also appear in a section on their own in sets of three. They will continually leap forward until they reach a wall, where they will change direction.

Quickly crawls along the surface if the player makes contact with that surface

Contact

Deadly from all angles

Behaviour

When undisturbed, the enemy remains in place with only its eyes sticking out. If the player makes contact with the surface the enemy is on, it will reveal its mouth and approach that spot at a fast speed. If the player continues to make contact with the surface while the enemy is moving, it will continue to move until it reaches the last spot the player has touched.

Version 15 (Third anniversary)

Moves along the floor, wall, or ceiling slowly and changes direction on the same surface when it reaches a wall

Stops in place when and after it shoots the spikes on its shell

Contact

Deadly from all angles with its spikes

Solid from all angles without its spikes

Can only be killed with the invincibility star when the enemy does not have its spikes

Behaviour

The enemy shoots the three spikes on its shell after several seconds of movement. One spike is shot in the direction opposite of the surface the enemy is moving on, and the other two are shot at a 45 degree angle adjacent to the first spike in opposing directions. After shooting its spikes, the enemy will remain stationary for a couple of seconds until they regenerate.

The enemy's reel will spin until the player comes within close proximity of it. The reel will land on the direction that the player is closest to (unless that direction is up against a wall), and will cause the enemy to quickly slam in that direction shortly after.